- From: Vladimir Vukicevic <vladimir@pobox.com>
- Date: Wed, 23 Jul 2008 11:52:52 -0700
On Jul 16, 2008, at 11:25 AM, Dave Singer wrote: > At 20:18 +0200 16/07/08, Dr. Markus Walther wrote: >> >> get/setSample(<samplePoint> t, <sampleValue> v, <channel> c). >> >> For the sketched use case - in-browser audio editor -, functions on >> sample regions from {cut/add silence/amplify/fade} would be nice >> and were mentioned as an extended possibility, but that is optional. >> >> I don't understand the reference to MIDI, because my use case has >> no connection to musical notes, it's about arbitrary audio data on >> which MIDI has nothing to say. > > get/set sample are 'drawing primitives' that are the equivalent of > get/setting a single pixel in images. Yes, you can draw anything a > pixel at a time, but it's mighty tedious. You might want to lay > down a tone, or some noise, or shape the sound with an envelope, or > do a whole host of other operations at a higher level than sample-by- > sample, just as canvas supports drawing lines, shapes, and so on. > That's all I meant by the reference to MIDI. I think an interesting approach for an audio canvas would be to allow you to both manipulate audio data directly (through a getSampleData/ putSampleData type interface), but also build up an audio filter graph, both with some predefined filters/generators and with the ability to do filters in javascript. Would make for some interesting possibilities, esp. if it's able to take <audio> as input. - Vlad
Received on Wednesday, 23 July 2008 11:52:52 UTC